Thanks NightFright, but I'm good. A story has already been worked on right from the start, thats what the structure of the levels are based on. I also know how to do ZDoom MAPINFO stuff, but the real challenge is doing the same for Vanilla Doom. I still can't figure that stuff out. If anybody knows of some easy to understand tutorials on how to do that, let me know.

Clearly you're a very experienced Doomer. I would recommend to play on UV, and if you really want to, do it from pistol start in each level. It's really fun and challenging. The thing that sucks with certain Source Ports is that they don't let you start with a pistol after you die :\ But I'm Looking forward to part 2 :) I like seeing how each player approaches this game differently.

You mean you didnt use the powerups in the map, or the switch that kills all the monsters? Geez! Thats hardcore! When I design maps, I always make it possible to beat on UV with pistol start, but I didn't expect anyone to place upon themselves an even greater handicap than that. 0_o

I hope that sprite is the recoil animation, if it's not then it becomes a problem because even if you cropped it to the fingers it would still take up too much space on the screen. But it looks great :)

Hmmm. I might take you up on that offer. When I finish this WAD (whenever that will be) I'll let you know. ;)
There's no such thing as a wrong key. Blue door is the easiest. Yellow door is the most fun. And Red door is the most rewarding.

Completely agree. I hate labyrinths and forced camping, and even though there are some backtracking, I always try to add new elements for when the player is forced to revisit areas. As for the "what did this switch do" problem, I don't know if you noticed but with the exception of switches that affect something right in front of it, I always use the face switches for communicating to the player that it always affects something that has the same face on it (ie door or bridge).
So the changes I made to map06 should fix the "camping in the key room" problem. Honestly, it just never occured to me that that was what a lot of people would end up doing. If you want to see what I changed to fix this problem, just go check out the updated download link in the first post ^_^

The secrets in Doom Zero can be pretty cryptic, but then again, they're secrets. I try to do a variety of secrets rather than always resorting to the usual "push wall to open". Try to think outside the box and eventually you'll get it. To get the rocket launcher and blue armor you have to be really quick to get there after you push the button that raises the platform in the lava. The floor of the rocket launcher and blue armor raises as well. The blue armor in map03 uses a mechanic where the game's doors or floors cannot change direction until they stop. ie if a floor is busy lowering, you cant trigger it to go up only until the floor stops lowering. You have to run over the "raise up" trigger while it's still lowering. pay attention to where the triggers for that secret is located. The same principle can be applied to the invisible powerup in map04 but requires more speed on the players part.
The so called issue in map06 is normal. if you don't use the key to go through one of 3 locked doors in the first area then the game won't know which key you picked up. So it will just give you all 3 keys instead of just the 2 that you don't have in order to finish the map. So my question is: how did you kill all the monsters with out the aid of the items behind those locked doors in the first area? Perhaps camping in that key room makes the game too easy. That is why I have gone buck and changed map06 sygnificantly to fix these issues because you're not the first person to do this. Man, game testing is important. I really appreciate the feedback.
To everyone here:
Thank you all for the positive feedback. Glad that many of you are enjoying it.

One obstacle I've run into: I'm not very tech-savvy. Trying to add a custom map name and editing ending texts is beyond me. I've looked at tutorials on how to do it but I can't get it to work. Sure, I could just toss a MAPINFO into the WAD but then only certain source ports would be able to read it, not vanilla Doom.
Music is something I can do. But I'm not much of a composer, so I'm thinking of doing remixes, like what I did with map01

Thanks galileo. The FDA is much appreciated but also enjoyable to watch because you're the first person that I've watched play through this and I've learned quite a lot from it. There will be some things I will change including your list of suggestions.
- the minor texture is fixed :P (I didn't see at first there was another texture I could've used that matched the switch texture)
- Nah, I'm gonna keep it as an easy secret
- The floor is lava. That's the name of the game. Hence why there are many health pickups
- Good idea.
Again thanks for the FDA...even though I had to install Crispy Doom for the first time, learn how to launch pwads and demos, and find the right version of Doom 2, but in the end it worked :P
Doom Zero is about as meaningful as you want it to be. Like how Street Fighter Zero doesn't take place prior to Street Fighter 1. Besides, how can one make a prequel to Doom if hell only breaks loose in Doom1? So, RedPass is a pseudo company I made for people to recognize who made the mod. I use it for all of my mods such as this one for Amnesia the Dark Descent: http://www.moddb.com/mods/key-to-freedom

I LOVE IT! It may be a small thing but it does add extra characteristics to the monsters. I honestly didn't notice that a cacodemon's blood was blue till now because I just always assumed that the blue was just it's bile or something spilling when it dies.